Interviews

Elizabeth Deanna Morris Lakes

July 25, 2018

But what was important for me about SMB3 was that it was a “safe” environment where I could perform my homosexuality by chasing/desiring the princess. I had this limitless free space in which to explore.

William Hoffacker

May 15, 2018

Flannery O’Connor is an ever-present influence in the brand of gothic the game trades in. Her ability to explore the horrors lurking in southern Americana while suffusing the entire thing in this overarching, terrifying presence of grace, is an inspiration.

William Hoffacker

January 16, 2018

The most important thing to us was to use the mechanics to allow the player to compare and contrast each character’s public vs. private self. The voyeurism of the AR scenes allows us to observe how the characters act when speaking to each other in a group, versus when speaking to each other in isolation, or how they behave when entirely on their own.

Phil Spotswood

October 17, 2017

I think video games like pieces of art can find the Waldos that society sometimes cannot, and also, I think maybe the developers want us to think about why they do certain things in video games. I think a way to dismantle these kinds of racial stigmas in games would just be, for starters, to have a main character that is a person of color.

William Hoffacker

October 10, 2017

I think Roberta Williams and her team probably did a great job at the time of including so many different representations of women. It just gets back to that issue of representation vs. agency, like in some of the conversations about what’s coming out of Hollywood.